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MZ_per_X1

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Everything posted by MZ_per_X1

  1. They do. I emailed them because the game has been unplayable since I got the game. It crashes and corrupts the saves regularly. My PS4 and PS5 error log showed tons of errors and only with one game, KSP. Crashes happened as often as every hour or so. Sony asked me to check a few things, reinstall the game, send screenshots of error messages etc. In the end they offered a refund. Cyberpunk kinda set a good precedent where developers really need to get things right before release.
  2. Hi @linuxgurugamer I have been looking for a mod to fully mimic the PS controller set up. (I might be one of the few who likes to go fully mouseless and keyboardless.) I've tried to map some keys but I'm having a hard time figuring out how to map certain things, such as - toggle mouse on and off - board vessel during EVA (using circle/B) - button combination to toggle RCS on and off (L1 + long hold circle/B) Is it even possible to set everything up so that you don't need a keyboard or mouse? Thank you
  3. Unfortunately, the console edition is riddled with bugs, highly unstable, not much looked after. You can try to copy your save onto USB every time you save the game. But one USB still doesn't guarantee success. Two USB drives can minimise the loss if the save gets corrupted (save to one USB, and the next time you save, save to the second USB. As a result if you lose anything, you only lose the difference) but it is too tedious, slow and the game becomes a save management game rather than space exploration. I stopped playing because of the issues. The PS5 upgrade is coming but not sure if the ps4 version gets more support.
  4. Looking forward to this one! It is September already so hopefully it comes soon.
  5. The good news is that your console is fine, nothing wrong with it. The bad news is that it is a game design problem. It works smoother on ps5 than on PS4 but unfortunately the game design itself is bad. I guess if you watch Matt Lowne's recent play on PS4, he gets a blue crash screen less than an hour into the game. It is very telling. There are frequent crashes on both consoles now. And sometimes the saves get corrupted to the point where they won't load anymore. The game has been really poor and poorly supported. You can get a refund from Sony , but I'd prefer a stable game.
  6. This contract is historically bugged. It never worked and most likely never will sadly. It was the only contact that I took and eventually expired.
  7. I just go for it from Kerbin. Gravity assists sound great but like everything on console it's much more difficult. There's no mod to help you. It also makes the missions much longer and a lot can happen with your save. I don't think it's difficult to get an encounter with Eeloo. I have a mission returning from Eeloo for 1600m/s in 2 years time. It turned out that I overbuilt the lander so so I visited 2 biomes. I like Eeloo. It's a friendly place. Pretty too.
  8. I agree, it is a closed ecosystem but when someone decides to put a game out on console, they do that knowing what the constraints are.
  9. It was the same on PS4. My last career save suffered constant crashes and eventually the save could not be launched anymore. At least on PS5 corrupted saves get recovered automatically. On PS4 they didn't. It is not the chicken or the egg question. The maker of the console didn't make ps4 for Kerbal EE specifically, but someone decided to port it to console. So why 'thanks to the maker of the console ... '?
  10. Just lost my career save on PlayStation. This is the second time in 6 months that when starting the game, it gets stuck on the main selection screen, music playing, but nothing happens. The game is unresponsive. I was so close to getting all the trophies unlocked. I had a Jool, an Eeloo mission going. It is a relatively new install (November) on PS5. The enhanced edition is a faulty product. Why is it so unstable? You just can't complete missions anymore. Where is the fun? This product should not be sold in its current state.
  11. And that's what I would like to see. But it feels like that's not the case because the console edition undoubtedly needs more TLC. I would like to see the knowledge and experience that come from this great forum to translate into improving the enhanced version.
  12. Since you mentioned the elephant in the room... Cyberpunk got modded quickly, partly to fix bugs with the base game. Then the big January patch broke some mods. Gamers were angry and demanded a fix. CDPR just said no, because that's not their work. They were fixing the base game after all. I think that's the right response from a developer. Console ports are difficult. I'm totally with you. I must say I actually liked the enhanced edition until it started corrupting my game regularly. CDPR and the Cyberpunk debacle is a sad but valuable lesson for the industry. You can't hide the fact if a game is broken. And I guess Sony will put more effort into testing games before their release. Mods on PC can balance out some of the bugs. But on console the developers are on their own.
  13. True from a testing perspective. However, there's the squad product and then there's the game with mods. And the two are different. So when someone has lots of mods and some things don't work properly in the game, does Squad have responsibility for it? Players can blur the lines between the two perhaps. Sure, understanding mods can help understand some of the mechanics in the base game and tie up some loose ends. I guess I am looking at it from this way because I play on console too. And boy it's not fun recently. It has great potential. Loads so much faster on ps5 than on PC. Beautiful. Not laggy, just gets corrupted every 20 minutes or so. The controls are fun. I wish the controller worked with the pc version but I haven't found a mod for it yet. BTW. I say hats off to people who make mods. That is some high level knowledge, dedication.
  14. Interesting thoughts from everyone. I agree that some features were not necessary in the base game. They could have been in a paid DLC. I would have paid for it but might not have used it much. (I would pay for more surface features.) Bugs fixes in DLC? Nah-ah. Bug fixes should be mandatory for the base game for free. Because that is the product. You can't say: 'Here, buy the broken game and pay more for us to maybe fix the bugs'. In my opinion the base game has to be healthy and run well. You want bells and whistles? That's the DLC. But that needs support too. (Sidenote: If you mod the game and it's broken? Sorry, that's on the mod developer to fix. Not on Squad. Again, the priority should be to make the base game functioning. I use like two mods anyway. I'm used to having no cheats on console edition either. )
  15. Since the autumn there are frequent crashes on PS4 and PS5. Every 20 minutes or so. It loads ship on the launch pad really quick (even though it's most often the wrong ship), tracking station opens very quick (even though half the time returning to space centre or switching to a ship causes the game to crash). Flights are better (even though quite often you crash into planets instead of fly bys because the periapsis keeps changing without input by several km). The performance has little to do with hardware in my understanding. Bugs are bugs no matter what console you are on. (like when a class A asteroid gains 160t invisible weight upon capture) On the positive side, there's less chug and choppiness during launch and entry.
  16. I would like to thank @Just Jim and @TriggerAufor the little insight. I hope console bugs get looked at just as quickly as the ones reported in these forums. (The state of the game has been very unstable since the autumn.)
  17. Thank you for that comment. I think because we can't see behind the scenes, there have been speculations about how this actually works. And it was exactly that on my part - speculation. It is nice to know some more details about the work that goes on behind the scenes. Does the same apply to console bugs? There, the bugs seem more lethal in terms of playability (ie. a simple task like switching from one building to another causes a massive crash, corrupted save file about every 20 minutes or so). The severity of such things is affecting the gameplay far more than a simple bug and the console version feels less and less stable.
  18. Great points. You are probably right but if this is the case, then their approach lacks logic in determining what bugs most players suffer from. Particularly because the number of votes don't reflect reality. I wonder: -how many players report bugs on the bug tracker? Most likely, most players post in forums that X, Y, Z doesn't work. They get confirmation that it is a confirmed bug from other players. Do most players then upvote the bugs or just make peace with the idea that it's broken, and has been reported? - some missions, some functions in the game are more often performed than others. Therefore, if there's a bug with for example rcs rotation axis mixed up, then more people are affected as docking is more common. So, the bug gets reported more often. Surely a survivable bug that doesn't make the game unplayable. But if you run into a bug that is in a very unique scenario and actually makes the game unplayable, it won't get that many upvotes because not many people are affected (How many people try to land a class A asteroid that actually weighs 160t more as soon as you dock with it? Probably fewer than the number of players who run into an rcs bug, for example. Of course class A asteroid capture will have the additional rcs bug. ) I wish we could set the severity of the bug when we add them to the tracker. -there should be a list of 'Never do X because it's been broken since the game came out. (Think how often new players ask why their Hammer contract never completes...) And it would be great if bug reports were actually checked and confirmed. Several items on the tracker still seem like they have not even been looked at. This is why I hope that at one point they leave new features for a while and focus on fixes. (It would be my personal preference at least.) It's a great game and I play both on PC and PS5.
  19. The game is close to unplayable state on console at the moment. Both PS4 and PS5. It's best to check what bugs have been reported on the bug tracker, add notes there and upvote problems that have been reported. https://bugs.kerbalspaceprogram.com/projects/ksp/issues
  20. Personally I'd be happy with an update with bug fixes instead of new parts and features. The game is so broken with frequent crashes that it is just bordering unplayable (crashes while building a ship in the VAB, etc.).
  21. @SQUADI have the same issue. Crashes every half an hour or so. It happens on PS4 and PS5. My PS5 game was obviously a clean install. Both consoles give corrupted saves every time. Basically it happens when you leave the VAB and go back to the space centre. Or from Tracking Station to space centre, or switching ships, or reverting flights, or while building a ship in the VAB when no physics affect the ship. Basically the game is now unplayable. Really bad game experience. Frustrating. Not fun. At the moment all I can say is that the game loading screen looks pretty and you are lucky if you get to space before a crash occurs. So you will probably not get to see pretty planets in your game because you will quit out of frustration. The game is so riddled with bugs. (when you mine a 5t asteroid the weight increases?, stable orbits change by themselves?, wrong ship loads on the launch pad?) Instead of adding new parts I'd be happy with a stable game. But sadly I think nobody cares about the quality of the game on console. And nobody from the developers reads these complaints.
  22. I have the same problem. Interstage fairings don't close and you can't finish constructing. I use engine plate as a solution.
  23. Thanks for the link. I am on console so it won't be fixed anytime soon.
  24. I have a contract to capture and land a class A asteroid on Kerbin. So far so good. Docked and I have the asteroid in tow. I have circurarized around Kerbin. It's a class A asteroid so weighed 5 t. I thought using a command pod could land it without mining. Well it couldn't. So I sent a ship, docked and mined it dry. Asteroid weight showed 0.7t. At this point I had command module, parachutes (about 12), large reaction wheel, some solar panels attached. Just the basics. It still wasn't slowing down when I tried to aerobrake about 20 times. This is when I noticed under staging that the total weight of the asteroid and the command pod was about 160t. I undocked the command pod, showed as 8t. Asteroid showed as 0.7t. I docked again and the weight jumped up to 160t again. Am I going mad? Does the game think it's a class D asteroid? How on earth can I land it like this? I am losing my mind.
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